Rocks, Swimming, and Scrapping Client Prediction? | Unity Multiplayer Game Devlog #35

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Tom Weiland

Tom Weiland

4 жыл бұрын

In this Unity multiplayer game devlog, I added procedurally generated rocks, implemented swimming mechanics, and tried to fix client prediction on ships.
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In this devlog I modeled a low poly rock and incorporated it into my procedural generation system. I also added swimming mechanics, and I attempted to fix client prediction & reconcilation when on board a ship.
Ever since I added prediction, standing and moving around on boats has resulted in extremely jittery player movement, which is due to the fact that clients see ships in the past compared to the server. I was hoping to fix that up, but I ran into some more issues, and I'm beginning to wonder if I should scrap prediction/reconciliation for now in favor of working on actual gameplay.
#Devlog #GameDev #IndieDev #Multiplayer #Unity3D

Пікірлер: 169
@tomweiland
@tomweiland 4 жыл бұрын
Should I scrap prediction & reconciliation for now in favor of working on gameplay? I'm leaning towards abandoning it and coming back to it later, but I'd love some other opinions! Also, do I talk about procrastination too much?
@Chadderbox
@Chadderbox 4 жыл бұрын
Yes and yes
@tomweiland
@tomweiland 4 жыл бұрын
@@Chadderbox noted, thanks :)
@charlesmaddock2492
@charlesmaddock2492 4 жыл бұрын
I think you should scrap it. Gameplay is way more important for how the game is perceived and enjoyed in my opinion.
@alexkfridges
@alexkfridges 4 жыл бұрын
scrap. A perfect example of why is how the boat movement threw a wrench in the works for prediction. As you game changes and you add new things, it's likely that will break stuff again, resulting in massive rework and wasted effort. You should wait until your gameplay/features are more fleshed out!
@rusnas2376
@rusnas2376 4 жыл бұрын
Yes you should, and no, but dont talk about it for half the video like 1min is ok but not the whole fricken video
@Aydwn
@Aydwn 4 жыл бұрын
You could sink the rocks into the island a bit and randomize their size to make them look a bit embedded and more natural, this is one of my favorite devlog series, The game is amazing so far!
@tomweiland
@tomweiland 4 жыл бұрын
Yeah I'll definitely add some variation to the rocks (and the trees) in the future. Sorry for the lack of progress in this one, but I'm glad you're enjoying the videos :)
@Chadderbox
@Chadderbox 4 жыл бұрын
I have never thought of that method to make low poly rocks. Yoink.
@tomweiland
@tomweiland 4 жыл бұрын
Hahaha, I guess you're welcome...?
@theghastlygamer2484
@theghastlygamer2484 4 жыл бұрын
ok actual comment now that I have watched the video: If your already leaning towards scrapping client prediction, go for it. It'll be more important to add actual content to the game, (plus by the time your in a situation where you have to bring it back, you will have learned a lot more. And have a better base to work off of!) And a thing with being stuck working on fixing a bug for a long time, I dont know much about your workflow or scripting in general, as I only do map design, but when something gets frustrating (Like a piece of the map not looking right and being hard to work with) I generally start working on something else that isint effected by that problem, and as I work on the other piece of the map I eventually get ideas for how I can make the other piece look good. I hope this helps.
@tomweiland
@tomweiland 4 жыл бұрын
Yeah focusing on something else and letting your subconscious mind take over the problem is often very helpful! As for client prediction/reconciliation, it's kind of been sucking the joy out of development because it's so frustrating/confusing/complex, and it feels like every time I fix a problem another one just takes its place, so someone would have to make a _very_ compelling argument to convince me to stick with it right now :P
@charlesmaddock2492
@charlesmaddock2492 4 жыл бұрын
Therapist: "The Death Cube isn't real, it can't hurt you" The Death Cube: 0:40
@tomweiland
@tomweiland 4 жыл бұрын
😂
@edgyzero6305
@edgyzero6305 3 жыл бұрын
I think talking about the problems of making a game is fascinating and not enough people do it, it's honestly sometimes more inspiring than watching someone talk only of success because those videos often leave me feeling bummed out that I'm not as diligent in my efforts as they are.
@tomweiland
@tomweiland 3 жыл бұрын
I feel the same way. Only ever hearing the massive progress someone gets made can make you feel hopelessly unproductive :P
@southhill6667
@southhill6667 3 жыл бұрын
It's the whole social media effect where everyone elses lives seem perfect compared to you because they only show the good part, everyone goes through periods of procrastination and not getting anything done, whether they show it or not. I say it's a good thing that you mention those things as it makes it more real, also from the way you were talking in this video feels like you were having some imposter syndrome sorta thinking going on. Lemme just tell ya you're awesome! :D Your game is awesome! Don't worry about how others are doing things, focus on you! Take your time and you'll be able to do the thing!
@tomweiland
@tomweiland 3 жыл бұрын
I don't actually remember what exactly I said in this video, but imposter syndrome is something that hits me every now and then-especially when it comes to multiplayer stuff. Thanks to my tutorials, a lot of people seem to think I'm some kind of networking god, when in reality I often feel like I have no idea what I'm doing 😂 I definitely agree that it's good to talk about procrastination, although I think I've now swung heavily in the direction of not talking about it at all because I felt like it's all I was talking about anymore. Might have to start mentioning it again here and there :P Thanks for the kind words, and I'm glad you like the game!
@m4dsci3nt1st4
@m4dsci3nt1st4 4 жыл бұрын
these devlogs are awesome i'm trying to learn c# and kinda strugging to start off but watching your devlogs i see you have really good programming skills. keep up the good work
@tomweiland
@tomweiland 4 жыл бұрын
Thanks, I'm glad you're enjoying them, and good luck learning C# :)
@KalechippsDev
@KalechippsDev 4 жыл бұрын
I don’t mind the procrastination/personal updates. it’s nice to hear about the whole development process
@tomweiland
@tomweiland 4 жыл бұрын
That's what I was aiming for, so it's good to hear that you like it. Although I do talk about it _a lot_ so a little less probably wouldn't hurt 😅
@jhgfghjfuzrtfchchghgf
@jhgfghjfuzrtfchchghgf 3 жыл бұрын
Boy after watching some of your videos now I understand why multiplayer is so much harder to get done well than single player. This is insane :O Can you please make more videos showing how you accomplish it with code examples? That would be awesome! Most videos are just "here is how to use mirror" and the more I learn about all the issues, I actually lean to using mirror because I'm not sure I can actually implement it well myself.
@tomweiland
@tomweiland 3 жыл бұрын
If you're referring to the issues that come with client prediction, those wouldn't go away just by using something like Mirror. I'm a little hesitant to include code examples in my devlogs because this multiplayer code is quite complicated and extends through many different systems that all work together, so it's not easy to quickly explain a certain part of it without explaining a lot of the rest of it. Also, I'm pretty sure the majority of my viewers wouldn't find that particularly interesting, although I suppose I could be wrong about that. But personally, while I don't mind hearing the technical theory behind how you achieved something when I'm watching a devlog, I'm usually not super interested in the actual code (and often skip through those sections)-unless I just happen to have the same issue as you, which is quite unlikely.
@Krevz
@Krevz 4 жыл бұрын
The island is really coming together nicely with the trees and rocks, can't wait to see it with more assets. I don't think you talk about procrastination too much at all, it's an issue every game dev faces constantly and it's good to hear someone talking about it, great video can't wait for the next one! :D
@tomweiland
@tomweiland 4 жыл бұрын
Thanks, I'm glad you like the islands :)
@457Deniz457
@457Deniz457 4 жыл бұрын
Hey Tom our awesome man 😊 Ur water looks as always really great ! :)
@tomweiland
@tomweiland 4 жыл бұрын
Thank you :D
@michaelbroadcast3388
@michaelbroadcast3388 4 жыл бұрын
First-time viewer here. I really enjoyed this video's talk about procrastination.. It's definitely something I can relate to, and it's good to hear someone speaking about it. Keep it up!
@tomweiland
@tomweiland 4 жыл бұрын
Welcome to the channel-I'm glad you liked the video :D
@TonsOfHunStudios
@TonsOfHunStudios 4 жыл бұрын
Ayy we can swim now! (and uh, drown 👀) I think it's fine to put client prediction on the back burner. Like you said the needs of the game may change, and maybe if you leave it for a bit and come back you can look at it with fresh eyes. Nice job!
@tomweiland
@tomweiland 4 жыл бұрын
Yeah, I think putting prediction aside for now is the right decision-hopefully I'll be able to solve these problems the second time around though :P
@ilyastrugatskiy1687
@ilyastrugatskiy1687 4 жыл бұрын
This looks great
@tomweiland
@tomweiland 4 жыл бұрын
Thank you :D
@contagiousscorpio7048
@contagiousscorpio7048 4 жыл бұрын
You did a good job adding drowning, Tommy. :P
@tomweiland
@tomweiland 4 жыл бұрын
Thanks, but..."Tommy" ?
@contagiousscorpio7048
@contagiousscorpio7048 4 жыл бұрын
OK, then Weil?
@tomweiland
@tomweiland 4 жыл бұрын
Oh dear...
@BzKnz-mu4zl
@BzKnz-mu4zl 4 жыл бұрын
this guy deserves more attention
@tomweiland
@tomweiland 4 жыл бұрын
Thanks, that means a lot!
@CodemasterJamal
@CodemasterJamal 4 жыл бұрын
I played your entry on itch. Pretty cool. Also, here's some tips. Don't feel bad about being discouraged constantly because, I do too. Even though, I rarely ever talk about it, I do. A lot. And remember, you're tackling making a multiplayer game by yourself. This is NOT an easy task. I call it "Tackling the Impossible". And one more thing, if you want a bit more randomness with your rock models, you can try using the Bisect tool. You can also Decimate your model, which only reduces the polygon count so, be careful with it. And more importantly, have fun. I think the whole point of making games is to have fun. I do realize that, no matter how great or cool a job can be, you'll only like it 70% of the time at most. The other 30%, you're going to hate it. That's why it's really important to have fun, otherwise, you're going to burn out. Take care, man. And be safe.
@tomweiland
@tomweiland 4 жыл бұрын
I'll have to look into the Bisect tool as I have no idea what that does, but I _did_ use a decimate modifier for the rock :) I totally agree with what you said about not liking everything about a job. I love game dev, but that doesn't mean there won't be aspects of it which I won't enjoy, and that's alright. It just feels weird to complain about it because even though I'm not currently living off it, I'm pretty lucky to be doing what I'm doing!
@CodemasterJamal
@CodemasterJamal 4 жыл бұрын
@@tomweiland Your time will come my dude. Don't forget you're like 18-19 years old and hopefully still living with your parents. You have a great head start by having a successful KZfaq channel. I wouldn't be surprised if you hit 10K subs by the end of the year. The point is, if you keep this up, by the time you're 30, you're going to be set for life. I promise you. You'll start seeing the fruits of your labor by next year, I can guarantee that.
@tomweiland
@tomweiland 4 жыл бұрын
I certainly hope so! My parents are on my case about getting real job though, so a year is a long time to wait :P Thanks for the kind words!
@be4v1s
@be4v1s 4 жыл бұрын
I really think that scrapping client prediction for now is a great idea. I'm pretty sure that not only the video contemt would be more filled with different stuff, but it would for sure help with your procastination problems! When you start having a hard time to implement such simple things as rocks and swimming, it becomes easy to start avoiding the project! I have done it more than once! 🤣 So my tip is keep it simple now but very modular, so you can implement client prediction easily later!
@tomweiland
@tomweiland 4 жыл бұрын
The videos would definitely be more interesting. And working on gameplay will probably be a lot more exciting, which would indeed help me procrastinate less :P
@tux_the_astronaut
@tux_the_astronaut 4 жыл бұрын
Or you could disable/change it when on the ship and back to normal when off the ship
@be4v1s
@be4v1s 4 жыл бұрын
@@tux_the_astronaut That's a good idea for going forward with the system, but I still think that having client prediction on a project made by a one man studio is too much. Even implementing rocks was a headache. It's like having to program two games on one.
@be4v1s
@be4v1s 4 жыл бұрын
@@tomweiland And I would love to add one more suggestion that always bugged me... The waves near the beach are too strong and makes hard to figure out the real shoreline.. My suggestion would be to add a mask near the shoreline to make the waves less effective there. It would even make the sea more realistic as the ocean waves are not that strong near the shore. 😄
@tomweiland
@tomweiland 4 жыл бұрын
@@be4v1s yep, decreasing the wave height around islands is definitely something I'll be doing. More and more people seem to be pointing that out so I guess I should probably prioritize it a bit more :P As for actual realism though, waves are usually larger near the shore because that's where they tend to break-unless we're talking about massive open ocean swells that disperse before they ever hit a coast. It's kind of irrelevant though since I can't make the waves move towards the islands from all sides, so the best solution is just to flatten them on the shoreline!
@tux_the_astronaut
@tux_the_astronaut 4 жыл бұрын
For the jittery movement on the ship many you could make a volume that covers the ship deck that when entered changes the way the client server prediction works to be fitted for being on a moving object than being the same as when the player is in water or land
@tomweiland
@tomweiland 4 жыл бұрын
The problem is that the volume would need to extend to outside the ship as well since if the ship were to flip over/sink, you might end up standing on the outside of the hull, but that would probably cause problems when swimming around right next to the boat. Also the hull is a _very_ irregular shape, so I'd need a bunch of cube volumes to properly match the dimensions.
@applespears569
@applespears569 3 жыл бұрын
Cool video.
@tomweiland
@tomweiland 3 жыл бұрын
Thanks :)
@NeatGames
@NeatGames 4 жыл бұрын
Nice rock~ Some reacting low-poly grass would really be cool!
@tomweiland
@tomweiland 4 жыл бұрын
Thank you, and yes, grass will definitely be a thing!
@RobLang
@RobLang 4 жыл бұрын
Keep mentioning procrastination but do so constructively. What form does it take? Do you know when you're doing it? What does it look like? How much time do you feel was wasted? What does productivity look like for you? What is success? What progress did you expect? How far did you get? What did you do instead? Was there any value in that? What are you going to do to get your sleep back in order? There's just a few thoughts. If you try and answer some of those questions each week, you might spot patterns and get help getting you to a place where you're comfortable. Also get client prediction and reconcilation working. Great video, mate!
@tomweiland
@tomweiland 4 жыл бұрын
Oh no, someone who thinks I shouldn't scrap prediction & reconciliation :P Most people seem to think I should set it aside and come back to it later, and the main reason I'm leaning towards doing that is because there's no point in having that functionality in place if there's no actual game to play, and working on this stuff is holding me back-it's just one problem after the other... With a project of this scale, I feel like it's about time I nail down what my vision actually is, but without any gameplay none of my ideas feel tangible which makes doing that really difficult (not sure if that makes sense). I'll definitely try to include more specific info on my procrastination habits-I think most of the time I'm relatively vague about the details, which allows me to avoid facing the reality of how much time I actually wasted so at the very least it would probably hold me more accountable, although it'll be really uncomfortable as well 🤔
@RobLang
@RobLang 4 жыл бұрын
@@tomweiland is multiplayer core to the game? If so then it should grow along with the functionality. I think that if you were to come back later and retrofit it then you'd likely give up because the scale of that work would be huge compared to the largely finished game you'd have. That's why I think you should do it as you go. Or make it single player and strip out out.
@tomweiland
@tomweiland 4 жыл бұрын
Multiplayer is core to the game. I wouldn't finish the entire game before adding prediction back in, but right now it's draining my passion for this project and it feels like it's getting in the way. It's also possible that I eventually decide to not use fully server authoritative movement, in which case the prediction system I have now won't be very useful. If I leave prediction be for now and get the game to a point where I can have some really early testers, it'll make the whole project more tangible and I'll have some extra external motivation to keep me going. I find it a lot easier and more enjoyable to work on something when I know that other people are waiting for updates & improvements...
@RobLang
@RobLang 4 жыл бұрын
@@tomweiland Well reasoned and completely understandable. Let's get playing!
@tomweiland
@tomweiland 4 жыл бұрын
Haha yeah, I can't wait :P
@tomnorc3249
@tomnorc3249 4 жыл бұрын
i've tried and failed twice now trying to make a solid clientside prediction system with your awesome netcode, currently settled for the animations playing client side as you press the button, gives a good illusion of responsiveness at low ping, but i know it will suck for high latency connections, your pirate game is looking awesome though cant wait to try it out
@tomweiland
@tomweiland 4 жыл бұрын
Thank you! Client prediction & reconciliation are definitely some of the more tricky topics to tackle :/
@ThePoinball
@ThePoinball 4 жыл бұрын
You could maybe use Vertex Color for the intensity of the water weave and generate some of it on the water plate around the island to reduce it. Cuz right now its strange to see those huge water weave when you are on the beach :)
@tomweiland
@tomweiland 4 жыл бұрын
I definitely plan on reducing the wave height around islands, but unfortunately I don't think your solution will work in this case because the water plane moves with the player. Since it's not stationary, the water's depth can change for any given vertex as the player moves around, so I'd need to be constantly updating those values.
@ThePoinball
@ThePoinball 4 жыл бұрын
@@tomweiland ohh I see :)
@457Deniz457
@457Deniz457 4 жыл бұрын
8:26 #TOTALLY❗❗❗ Release a playable beta somewhere ! :)
@tomweiland
@tomweiland 4 жыл бұрын
Noted, thanks for the input!
@jhgfghjfuzrtfchchghgf
@jhgfghjfuzrtfchchghgf 3 жыл бұрын
Also, could you please talk about the performance impact of running the server in unity vs. a dedicated console app? I'd assume unity has a big footprint compared to the console app? did you happen to do some load simluations to see how many players the console app could handle vs. the unity server one?
@tomweiland
@tomweiland 3 жыл бұрын
Run the server in Unity. I didn't do any large scale testing, but most of Unity's "overhead" comes from already having built-in features that you just end up having to build out yourself if you use a console app. You can't really go wrong with using Unity for the server as it just makes everything so much easier (especially if you're going to need client prediction)-the only time I'd actively tell someone it's a better choice to use the console app is if your game doesn't require physics or collisions, like a card game or something.
@jhgfghjfuzrtfchchghgf
@jhgfghjfuzrtfchchghgf 3 жыл бұрын
@@tomweiland thanks!
@rusnas2376
@rusnas2376 4 жыл бұрын
Are you planning on adding any kinds of monsters to the game? Like how minecraft has zombies or sea of thieves has skeletons?
@tomweiland
@tomweiland 4 жыл бұрын
Definitely! My idea is to have the world set in the Age of Sail, but with the twist that all the Greek myths are true, so you'll probably see a lot of monsters from Greek mythology make their way into the game in the future :)
@tomweiland
@tomweiland 4 жыл бұрын
@Lalith Bharghav thank you!
@altastn6960
@altastn6960 3 жыл бұрын
There's nothing wrong with taking a brake. Just fix your day schedule. And you must know that best things takes time peace.
@tomweiland
@tomweiland 3 жыл бұрын
True, but sometimes I feel like I've wasted so much time that I can't justify taking one :P
@altastn6960
@altastn6960 3 жыл бұрын
@@tomweiland welp i guess you and me have alot in commun!!
@philippst.8543
@philippst.8543 4 жыл бұрын
I don't a lot about how multiplayer works, but it seems to me as though making the gameplay before the networking-capability, is like programming a games mechanics and then it's rendering-code. If that "metaphor" is at all understandable : ) Also why are you using the physics-system to do a character-controller? It seems to me like it would be easier to move him through custom code and not the physics-system, as that looks to be causing problems.
@tomweiland
@tomweiland 4 жыл бұрын
Yeah, your "metaphor" is pretty close. I usually equate the client to the computer monitor, keyboard and mouse, while the server is the actual computer that does all the work. Once you get into client prediction, that separation becomes less clear though, because the client is now also running logic to be able to predict the server's calculations (but the server has the final say). I'm using the physics system because I want players to be able to be slapped around by monsters and explosions and stuff. I figured using the physics system that's already there would make more sense than writing my own code to handle forces, and using something like the built-in character controller wouldn't solve the issues that client prediction & reconciliation are causing.
@kas-lw7xz
@kas-lw7xz 4 жыл бұрын
If I were you I would indeed scrap prediction and keep it for the future
@tomweiland
@tomweiland 4 жыл бұрын
Yeah that's what I'm leaning towards. Thanks for the input :)
@Gigatechi7
@Gigatechi7 3 жыл бұрын
How do you create the water effect of players been in water , I need to find that out.
@tomweiland
@tomweiland 3 жыл бұрын
You mean the underwater fog? I talked about that in this devlog: kzfaq.info/get/bejne/fdekd5VovtHJhIE.html
@erz3030
@erz3030 4 жыл бұрын
Gamify your procrastination and feature it in a small graphic meter of some kind that can help illustrate for the viewers what kind of 'work mode' you've been in since the last devlog. I understand needing to speak about procrastination, almost as a catharsis, so don't feel bad about mentioning it. I can guarantee, I'm worse than you are when it comes to it (not that it's some competition) so don't feel bad for talking about it.
@tomweiland
@tomweiland 4 жыл бұрын
This is actually a really interesting idea 🤔
@CapCreeperGR_Main
@CapCreeperGR_Main 4 жыл бұрын
You should make waves smaller when they reach the coast
@tomweiland
@tomweiland 4 жыл бұрын
I will, eventually :P
@Rumplestiltzchen
@Rumplestiltzchen 4 жыл бұрын
you should make the to do list public and view only because I think it would be cool to see what still needs to be done
@tomweiland
@tomweiland 4 жыл бұрын
The to do list already _is_ public, and the link is in the description of every devlog :P
@Rumplestiltzchen
@Rumplestiltzchen 4 жыл бұрын
@@tomweiland oh its called roadmap
@Johnny-wn4dl
@Johnny-wn4dl 4 жыл бұрын
gamer
@tomweiland
@tomweiland 4 жыл бұрын
Gamer!
@DrDandD
@DrDandD 3 жыл бұрын
using displacement you can create procedural rocks in blender
@tomweiland
@tomweiland 3 жыл бұрын
Thanks for the tip :)
@thedestoryer21
@thedestoryer21 4 жыл бұрын
You should stick the rocks more in the floor. They look like they're floating.
@tomweiland
@tomweiland 4 жыл бұрын
I agree :P
@Sampza12
@Sampza12 4 жыл бұрын
Is this game going to be kinda like the game sea of theaves
@tomweiland
@tomweiland 4 жыл бұрын
Somewhat, but I want to make sure I differentiate it enough that I don't have to directly compete with Sea of Thieves :)
@davidpasewalck8705
@davidpasewalck8705 4 жыл бұрын
You should go for client side player movement, that will feel best for all clients and works simple. I know that this makes it easy to cheat, but I dont think many people will be cheating. If you ever get big problems with players cheating, you can allways make movement server side again. For now you can just make the movement feel good on all clients and maybe add a simple speed + fly kick on the server. I think it would really be worth it.
@tomweiland
@tomweiland 4 жыл бұрын
It's a possibility, but making "movement server side again" would be quite the task-it's definitely a lot easier said than done 🤔
@davidpasewalck8705
@davidpasewalck8705 4 жыл бұрын
@@tomweiland yeah, but the question is: is it worth it to have server side player movement, cause the main reason for server-side movement is cheat protection. Players that want to cheat, will allways find a way. Server side player movement wont stop them. There are so many ways to exploit a game like esp, aim bot, no fog and lots more.
@tomweiland
@tomweiland 4 жыл бұрын
By that logic, why do people lock their doors or keep valuable stuff in a safe? The point isn't to make it impossible for someone to rob you, it's to make it as difficult as possible. There's some kind of quote about cyber security and how it's really just about how it's basically impossible to make something 100% secure, but all you have to is be harder to hack than the next guy (heavily paraphrased). Fly/speed hacks are one of the most destructive ways a hacker can cheat, and server side movement _does_ prevent it. Other types of hacks are much more difficult to prevent, but the goal is to prevent the most destructive ones as best as possible, and to make hacking in general more difficult.
@davidpasewalck8705
@davidpasewalck8705 4 жыл бұрын
@@tomweiland Yeah, I get that. I guess its just a question of how hard you want to try to stop cheaters, and at what point the effort and disadvantages you have with stopping cheaters iare worth it, for having less hackers. I just think that cleint side player movement + a simple server side check of player movement would better, only a simple speed/fly kick + maybe a way to see if a player are standing in a wall, should do the job. This doesn't only make it less complex, it also makes the movement/connection feel better. Many big games have client side player movement and a simple server-side movement check. But I also understand you if you don't want player movement client side. Cause to be honest I also have server side player movement in my game, not cause its better for my game, but cause its a challenge and I feel bad about not taking that challenge. I think thats a bad thing, just cause something is more advanced and more complicated, that doesn't allways make it better.
@tomweiland
@tomweiland 4 жыл бұрын
Yeah giving clients authority over their position would certainly simplify some things, but I'm very reluctant to do that because being able to move in any way you like is one of the biggest advantages you could have. Unfortunately movement checks get a lot more complicated than just checking if the player's speed exceeds some value, since those checks need to account for different player states, and even then it's still really easy to exploit it. Client prediction is something that actually requires me to really think about how I'm going to handle it, which is not something I can say for most other mechanics which I go to implement, and that's kind of nice. At the same time it's also really annoying though because it feels like it requires _way too much_ thinking.
@benrex7775
@benrex7775 4 жыл бұрын
I do like you talking about procrastination. Perhaps you can try to sound less complainy. I don't notice anything. But talking about ones own weakness can make people think you complain. Not for me but perhaps it is worth a thought.
@tomweiland
@tomweiland 4 жыл бұрын
Yeah I think I often feel like it'll be perceived as complain-y, and I guess to a certain extent I _want_ to complain about procrastination because it frustrates me so much 🤔
@benrex7775
@benrex7775 4 жыл бұрын
@@tomweiland I know that it is frustrating.
@jithupg6628
@jithupg6628 3 жыл бұрын
Hey can you make water shader tutorial for urp..
@tomweiland
@tomweiland 3 жыл бұрын
Probably not-my custom water shader is sort of my secret sauce, but the Catlike Coding article I linked to in my water physics/buoyancy tutorial covers pretty much everything you need.
@PurpleGround
@PurpleGround 4 жыл бұрын
Second!
@tomweiland
@tomweiland 4 жыл бұрын
That you are :P
@silbdanny440
@silbdanny440 4 жыл бұрын
From what I understand I think that implementing multi-player should be done after finishing the base or game itself
@tomweiland
@tomweiland 4 жыл бұрын
That's actually one of worst things you can do in terms of being efficient. While testing things in singleplayer environments first can be helpful, if you're not building mechanics to be multiplayer from the get-go, you'll probably end up redoing most of it because almost everything needs to work differently when multiplayer is involved.
@silbdanny440
@silbdanny440 4 жыл бұрын
Thanks I didn't know that
@JayCode_dev
@JayCode_dev 4 жыл бұрын
Scrap it, make a new project where you can test and make ypur aystem, lut it more modulable and compatible with your project
@tomweiland
@tomweiland 4 жыл бұрын
Yeah that's what I'm leaning towards doing :)
@JayCode_dev
@JayCode_dev 4 жыл бұрын
@@tomweiland i just realized that my keyboard was wrong
@teemuleppa3347
@teemuleppa3347 4 жыл бұрын
how this game will be different from Sea of Thieves gameplay wise
@tomweiland
@tomweiland 4 жыл бұрын
I'm still piecing together what the core gameplay will look like, but I definitely want to include some form of non-cosmetic progression-most likely item based. Besides that I'm also sure that I want a _very_ different mission/quest system than what Sea of Thieves uses, although I'm not quite sure what it'll look like. I don't want to make a SoT clone, so there will definitely be more, but I honestly haven't nailed too much down.
@irschewy2674
@irschewy2674 4 жыл бұрын
What is the bait e called
@tomweiland
@tomweiland 4 жыл бұрын
What do you mean by "bait e"?
@irschewy2674
@irschewy2674 4 жыл бұрын
Tom Weiland I mean what is the game called
@irschewy2674
@irschewy2674 4 жыл бұрын
Tom Weiland I mean what’s the game called
@irschewy2674
@irschewy2674 4 жыл бұрын
Tom Weiland what.is.the.game.called
@tomweiland
@tomweiland 4 жыл бұрын
Ah, that makes more sense. At the moment I don't have a name yet (which needs to change). I've been considering something like _Myths of the Sea_ but I'm not sold on it as it seems rather generic, so if you've got any suggestions I'd love to hear them (but let me know on Discord or in a new comment because KZfaq doesn't usually send me notifications when someone replies to me).
@theghastlygamer2484
@theghastlygamer2484 4 жыл бұрын
Frick, SECOND! (Also algorithm must be appeased)
@tomweiland
@tomweiland 4 жыл бұрын
Actually, you were third 😅 Edit: and thanks for the for the offering for the algorithm!
@TheCaptainMoo
@TheCaptainMoo 4 жыл бұрын
2 Points, I made up the idea for the thumbnail.. Yay me (P.S. Join his discord) and second of all. You are starting the video with Umm... weird choice of wording. ;). You realise you can make rocks automatically right?
@tomweiland
@tomweiland 4 жыл бұрын
Yes, yes, you inspired the thumbnail :P "Weird choice of wording"...you mean the _I'm going to add rocks to the islands_ part? How is that weird wording? It's literally what I did-even if they're procedurally generated, I had to actually incorporate them into the generation system.
@TheCaptainMoo
@TheCaptainMoo 4 жыл бұрын
@@tomweiland You started the video with Umm, listen yourself
@TheCaptainMoo
@TheCaptainMoo 4 жыл бұрын
@@tomweiland Editing mistake maybe?
@tomweiland
@tomweiland 4 жыл бұрын
@@TheCaptainMoo I honestly don't know what you're talking about. I don't hear myself saying _umm_ at any point in the intro...?
@TheCaptainMoo
@TheCaptainMoo 4 жыл бұрын
@@tomweiland Hmm, neither do I actually. Though I am noticing now, that the video starts differently. Maybe KZfaq skipped a few seconds and I heard umm
@gamewafflezgamedev6492
@gamewafflezgamedev6492 4 жыл бұрын
I know this is super dumb to ask but do you think i could have a shout out?
@tomweiland
@tomweiland 4 жыл бұрын
I'm going to have to say no :/ If I just gave you a shoutout, everyone would start wanting shoutouts, and then I'd need to make videos just for that purpose, so I'm going to reserve that for people who have helped me out in some big way 😅 However, you can join the Discord server (link in description) and share your videos there! Maybe I could also start giving 1 other channel a shoutout at the end of each video, though I'd have to come up with some kind of requirement for that so I don't get swamped with requests :P
@kas-lw7xz
@kas-lw7xz 4 жыл бұрын
@@tomweiland what is possible is that you make a channel in your Discord server and you just randomly select one, and when you chosen one clear the channel.
@tomweiland
@tomweiland 4 жыл бұрын
@@kas-lw7xz hmmm maybe 🤔
@kenorta56
@kenorta56 4 жыл бұрын
flip third
@tomweiland
@tomweiland 4 жыл бұрын
I hate to break your heart, but you were actually fourth :P
@kenorta56
@kenorta56 4 жыл бұрын
@@tomweiland still first 5
@kenorta56
@kenorta56 4 жыл бұрын
@@tomweiland lol good work this week/ few weeks
@tomweiland
@tomweiland 4 жыл бұрын
Thanks :)
@wlbeon9771
@wlbeon9771 4 жыл бұрын
Sea of thieves but my laptop can run it
@tomweiland
@tomweiland 4 жыл бұрын
Exactly! There's a huge untapped market 😂 For real though, I don't plan to just make a Sea of Thieves clone, even though the project strongly resembles it right now.
@micnasr
@micnasr 4 жыл бұрын
Hey you probably wont see this but why are you making such a massive game, it's crazy how much you accomplished by yourself but Sea of thieves is already a thing. You cannot compete with thousands of employees. Where is your project going in your opinion? I love the art and everything about it but i feel for it to be playable you'll have centuries of work
@tomweiland
@tomweiland 4 жыл бұрын
I see your comment :P Sea of Thieves is a great game, and over time I'm hoping to differentiate this project enough that I don't _have_ to "compete" with those thousands (is it really thousands? I thought Rare just had hundreds...) of employees! It's also a great learning experience-which was the main reason I decided to pursue this _massive_ project in the first place. It'll probably be a multi-year project (hopefully just a few more months for some kind of extremely early beta) and I'm fully aware of that, but eventually I might also bring on some other people to help out so it's not just me. If I focus my efforts on mechanics that provide a lot of replay value compared to dev time, I honestly think it's doable, but I guess we'll find out!
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